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Use the links between oxygen, food, water, power, and heat to diagnose a stalled colony and choose your next task. These guides cover the released PC base game, with help for the early game, oxygen, power, and heat.
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What is Oxygen Not Included?
Use the links between oxygen, food, water, power, and heat to diagnose a stalled colony and choose your next task. These guides cover the released PC base game, with help for the early game, oxygen, power, and heat.
Edition: Released PC base game, without DLC or mods. Based on Terra, default Survival settings, and standard Duplicants.
Verification scope: 744825, released 2026-07-28. Checked against Klei's official update list and Steam on 2026-10-04.
Sources checked: 2026-10-04
8 / 8 rows
Scope and things to know first
Oxygen Not Included is a colony simulation about digging through an asteroid and maintaining Duplicants and their facilities. Adding rooms is only part of the task: materials must arrive, machines must run, and outputs need somewhere to go. Even a tidy base can lose essential services if materials or working time are insufficient.
- This series covers normal play with the base game alone. It does not assume DLC asteroids, plants, or Bionic Duplicants. Numerical examples assume no consumption modifiers from traits or difficulty.
- The latest released update confirmed during the source check was 744825. The free June 2026 update also changed the base game, so not owning DLC does not mean that older mechanics still apply.
- Japanese is not listed among Steam's supported languages. Equipment names are also given in English. If you use a translation mod, separately check its terminology and supported game version.
Start with your current problem
Wide tables scroll horizontally.
| Situation | What to decide here | Detailed guide |
|---|---|---|
| You have just started and do not know what to build first | Complete small, usable setups for toilets, water, beds, oxygen, and farming | Beginner guide |
| You have oxygen equipment, but Duplicants cannot keep breathing | Distinguish insufficient production from supply interruptions, outages, pressure, and distribution problems | Oxygen production and recovery |
| Machines stop together or wires break | Identify insufficient generation, simultaneous demand, and accidentally joined circuits | Power and heat management |
| Crops have stopped growing | Check fertilizer, atmosphere, and pending errands as well as temperature | Beginner guide / Power and heat management |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Choose one place where symptoms are already visible. You do not need to implement every guide at once.
Stop a collapse in this order: save lives, restore supplies, then expand
Assuming oxygen shortage is the only cause can hide a power outage or a trapped Duplicant. Pause first and select endangered Duplicants and stopped machines directly. Start with their status messages and trace backward along the route that was working before.
- Immediate danger: check the route back to breathable air, ladders, and door access permissions. If construction blocked an exit, restore access first and cancel dangerous digging orders.
- Continuing supplies: check oxygen equipment inputs, edible food, usable toilets, and generator fuel in that order. Fix why existing equipment stopped before building more.
- Verify recovery: watch until oxygen arrives, Duplicants can eat, they wash their hands on the return route, and required machines can operate together. Finishing construction does not by itself complete recovery.
- Expansion: remove one cause of recurrence. If supplies arrive late, shorten hauling routes before adding more digging. If power is insufficient, separate circuits to protect essential services.
The free June 2026 update changed suffocation behavior and added rescue and resuscitation for incapacitated Duplicants. Do not continue dangerous work on the assumption that rescue will succeed. First establish a route where rescuers can also breathe.
How one failure spreads to other facilities
Wide tables scroll horizontally.
| Initial problem | What happens next | Where to break the chain |
|---|---|---|
| Too many digging and building orders | Suppliers head far away, delaying materials for oxygen equipment and farms | Assign essential supply work and maintain access routes; reduce new orders |
| The Electrolyzer's water source runs out | The Electrolyzer stops, along with generation using its hydrogen byproduct | Restore water and its supply pipe; retain a separate power source for startup |
| Hot liquid is routed beside a farm | Heat from the pipes pushes crops outside their growth conditions | Isolate hot transport sections and stop heat entering the farm |
| Lavatory wastewater has nowhere to go | Toilets become unusable even with water available, disrupting daily routines | Provide room for wastewater and an outlet for surplus water first |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Inspect each system as a whole, including its outputs and Duplicant errands as well as its inputs.
Conditions to meet before moving on
Advancing by cycle number alone can overextend colonies with different terrain or resources. Meeting these conditions before adding people or equipment makes failures easier to diagnose.
- Early-game milestone: everyone has a bed and a sanitary route, while food production and oxygen inputs are replenished during normal daily work.
- Water expansion milestone: you know where water used for research, sanitation, and oxygen goes, and can manage polluted water separately from clean supplies.
- Industrial milestone: essential services and industry have separate electrical loads, and hot equipment and liquids can be kept away from farms.
- Population milestone: you can account for oxygen, food, and working time after adding a Duplicant, rather than relying only on current stocks. You do not have to accept someone every time candidates appear at the Printing Pod.
Handle heat by reducing it, moving it, and removing it
Heat accumulation matters early on, but saying that every machine produces heat or that heat can never be removed is inaccurate. Some buildings, such as Gas Pump, have zero building heat output. Thermo Aquatuner moves heat from liquid into itself, while Steam Turbine can remove heat from steam.
- Reduce production: stop unnecessary generation or processing to reduce fuel use and machine operating time.
- Move heat: transfer it into coolant, while also providing somewhere to cool that liquid.
- Remove heat: use equipment such as Steam Turbine from the midgame onward. Include cooling for the turbine itself and its operating conditions in the design.
Transferring heat into a cold biome uses it as temporary heat storage. It does not stay cold indefinitely.
Oxygen Not Included FAQ
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